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Native Dancer Diabetes Health Care Education Game. Immersive Role-based Environments for Education. Dr. Brian M. Slator, Computer Science Department North Dakota State University. NDSU WWWIC World Wide Web Instructional Committee. Paul Juell Donald Schwert
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Native Dancer Diabetes Health Care Education Game
Immersive Role-based Environments for Education Dr. Brian M. Slator, Computer Science Department North Dakota State University
NDSU WWWIC World Wide Web Instructional Committee Paul Juell Donald Schwert Phillip McClean Brian Slator Bernhardt Saini-Eidukat Alan White Jeff Clark WWWIC faculty supported by large teams of undergraduate and graduate students. WWWIC’s virtual worlds research supported by NSF grants DUE-9752548, EAR-9809761, DUE-9981094, ITR-0086142 and EPSCoR 99-77788
Educational Role-playing Games“Learning-by-doing” Experiences • MultiUser • Exploration • Spatially-oriented virtual worlds • Practical planning and decision making
Balancing Pedagogy with Play Games have the capacity to engage! • Powerful mechanisms for instruction • Illustrate real-world content and structure • Promote strategic maturity (“learning not the law, but learning to think like a lawyer”)
The Projects • The Geology Explorer • The Virtual Cell • Dollar Bay • Like-a-Fishhook Village • Digital Archive for Archaeology • Others
Fort Berthold and Like-A-Fishhook Village Photo of Arikara Lodge, Form-Z Extrusion, VRML model
The Geology Explorer: Assessment Protocol Pre-course Assessment: 400+ students Example: Fall, 1998 Computer Literacy Assessment: (244 volunteers) Divide by Computer Literacy and Geology Lab Experience Non-Participant Control Group: (150 students, approx.) Geology Explorer Treatment Group: (122 students) Geomagnetic (Alternative) Group: (122 students) Completed (78 students) Non-completed (44 students) Completed (95 students) Non-completed (27 students) Post-course Assessment: 368 students
Mean Post-Intervention Scenario Scores for 1998 Geology Explorer - NDSU Physical Geology Students Grader Grader Grader Group No. One Two Three Alternate 95 29.3a 27.0a 42.6a Control 195 25.1a 25.5a 44.5a Planet Oit 78 40.5b 35.4b 53.4b Within any column, any two means followed by the same letter are not significantly different at P=0.05 using Duncan’s multiple range mean separation test.
Native Dancer Diabetes Health Care Education Game
Diabetes and Native Americans • Diabetes Epidemic: approximately 33% of Native Americans have some form of diabetes • 22% of White Earth people have Type II Diabetes (so-called adult onset) • Typical onset, 10 years ago: 42 years old • Today, youngest case: 9 years old. • Increased 32% in ages 15-19
Nutrition and Physical Activity • “Reduction in incidence of type 2 diabetes with lifestyle intervention or metformin” (New England Journal of Medicine, 2002) • Percent reduced incidence of diabetes • 17% placebo • 31% metformin • 58% nutrition/physical activity
Why a video game? Don’t video games… • Encourage sedentary behavior • Often have themes that glorify: • Violence (You name it) Space Invaders, Mortal Kombat, Doom,Golden Eye - 007, Quake I-III, Return to Castle Wolfenstein,Area 51, etc… • Sex Dead or Alive Xtreme Beach Volleyball, Freestyle BMX, Street Fighter, Tomb Raider, etc… • Other anti-social behaviorGrand Theft Auto I-III, Midnight Club, Twisted Metal, etc…
Yes, but video games: • Reach the target audience: 10-18+ “proclivities of youth” • Provide virtual/safe environment to experiment & learn • New, emerging genre of healthy video games • Dance Dance Revolution
Dance Dance Revolution • 1-2 users match the footsteps of a dancing game character on a Dance Grid in front of a large video screen • User must exercise to play the game • Users have lost up to 100lbs playing DDR • See USA Today Online Article and Video News Story at:http://atl.ndsu.edu/articles_online/
The Sims A game where you makechoices about your character’s lifestyle that may or may not negatively or positively affect the ability of the character to function as a person.
Then, what is Native Dancer? • DDR meets the Sims • Flow: healthLifestyle choices competition performance regalia reward competition standings
Friendly Competition Drives Learning • Students strive to learn diet and lifestyle to do better in dance competition • Assumes dance aspect of the game is fun & engaging • Proper choices are rewarded with Powwow Regalia that allow dance character to gain more points in each competition
Benefits • Immediate: • provides a non-threatening, and easy exercise • interactively engages child in health education process • Cultural: • encourages pride in child’s culture • teaches cultural dance skills to children • Provides: • a culturally relevant map to long-term healthy lifestyle and diabetes management
Measuring Daily Life Opportunities and Decisions • Youth summer life data: • Interviews and observations • Youth school life data: • In-school survey: grades 5 through 12 • Attitudes, behaviors, computer literacy (1 hour) • Age-appropriate questions, confidentiality guaranteed • Overall results available to schools, WERTC, and interested others 2. Computerized diary from (selected?) youth
Outcomes • Assess change in nutrition behavior • Assess change in physical activity behavior • Assess change in attitudes toward individual health • Creation of baseline dataset for longitudinal studies
Native Dancer Team Contacts • Lisa Brandt, PhD, Anthropologist • Lisa.Brandt@ndsu.nodak.edu • 701-231-6498 • Monte Fox, WERTC Diabetes Project Director • Montef@whiteearth.com • 218-983-3285 ext. 412